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Update #9 - 25 January 2018

Here's a list of the latest updates live in today's build.

OPTIMIZATION

  • We have decreased the update time per second of physics calculations (As you can imagine, we had to adapt a lot of things, so you may notice some minor glitches - we're working on them).
  • Now all the interactive street objects are drawn in a single draw call while remaining illuminated.
  • Fixed memory leak and frame rate drop for journalist photos.
  • Optimized memory management for spawned objects.
  • Optimization in the drawing function of the characters.
  • A lot of script optimization.
  • Optimized INDIGNADOS_2 level (To be applied to all others maps).

POLICE

  • Fixed offset of the police formations that was bugged when surrounded by the crowd.
  • Fixed spam error in the log when the police could not correctly calculate a formation.
  • Fixed a bug that allowed cops to do more attacks per second in some circumstances.

VIOLENCE

We refined the violence and public opinion level in order to make it an integral part of the gameplay.
The main changes are:

  • The political score now affects the winner of the match
  • In the gui you'll find text that indicates the behaviour of the faction in progress. It's only in English for now, but we'll translate this too. Possible status (for now) are:
    1. PEACEFUL when you're not using violence at all,
    2. PROVOKING when you're using a small amount of violence according to the situation,
    3. VIOLENT when the violence used is much higher than the opponent,
    4. PAYBACK when you use violence to defend yourself from a violent adversary;
    All these situations have a different influence on public opinion, as you can imagine during the payback status the violence inflicted has much less weight than those who attack peaceful people in VIOLENT status.
  • Now it's possible to use all this mechanics to peacefully win each level, or to use subtle strategies such as provoking the adversary until it becomes violent in the eyes of the public, and then attack him.
  • Violence now scales non-linearly, so the first violent actions, the first casualties, or even deaths have a much greater weight. The player must be careful who starts being violent first
  • We have completely reworked and rebalanced the values of public opinion and violence to make them more sensible and realistic

NOTE

Since we have made a lot of changes, we will continue to test and refine everything over the next few days. It may be necessary for us to issue a hotfix. Let us know if you notice any strange bugs due to optimization!